fantasy roguelike about destroying the world

Bymarco_rocchinotti@hotmail.com

Jan 30, 2024 #and added necessary functionality, #and deadlines for significant patches I assigned myself to keep the motivation going. Overall, #and I was able to improve the game more before the first public alpha release this summer. Near the release, #and roguebasin postings didn't make too much of an impact, #as the next major patch will wrap up planned modding support.I've spent 2000 hours this year, #because of workflow changes related to release, #but apart from the videos and two articles on Rock Paper Shotgun, #but with persistence, #destroying, #Fantasy, #Game, #gamewarp, #Gaming, #I finally gathered all the feedback I've received and made a plan for a little over 2 years to finish the game and release v1.0. We'll see how it goes., #I got some lucky breaks with two youtube videos from known Youtubers, #I see slow growth.After v0.2, #I was able to release v0.3, #I'm at 4800 hours to this day. After such a long time, #I'm working on animation and ability editors, #I've struggled to get any more attention. All my Reddit, #improved the GUI, #Indie, #Indie game, #more than any previous ones, #necessary bugfixes, #return a list of comma separated tags from this title: I had a thought today, #roguelike, #since I've started almost three years ago, #starting from the first half a year of pre-release when I fleshed out the game, #then released the demo and iterated on received feedback.I've got some excellent feedback on this forum for the demo version, #Twitter, #video game, #Video games, #which helped a lot with the initial visibility.[embed]https://www.youtube.com/watch?v=I4wlOHZhyzY[/embed][embed]https://www.youtube.com/watch?v=TE3oEiwkWJI[/embed]The game was very well received, #which mainly introduced destructible terrain and dynamic weather system. The last significant patch of the year introduced the first three content editors for modding. Right now, #why wait for the new year's resolution if I can start writing more about my game right away. I've released a detailed blog post summarizing a whole year of Soulash development, #World

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I had a thought in the present day, why look ahead to the brand new 12 months’s decision if I can begin writing extra about my sport immediately. I’ve launched a detailed weblog submit summarizing a complete 12 months of Soulash growth, ranging from the primary half a 12 months of pre-release after I fleshed out the sport, improved the GUI, and added vital performance, then launched the demo and iterated on acquired suggestions.

I’ve bought some glorious suggestions on this discussion board for the demo model, and I used to be in a position to enhance the sport extra earlier than the primary public alpha launch this summer time. Close to the discharge, I bought some fortunate breaks with two youtube movies from recognized Youtubers, which helped rather a lot with the preliminary visibility.

The sport was very nicely acquired, however other than the movies and two articles on Rock Paper Shotgun, I’ve struggled to get any extra consideration. All my Reddit, twitter, and roguebasin postings did not make an excessive amount of of an influence, however with persistence, I see gradual development.

After v0.2, I used to be in a position to launch v0.3, which primarily launched destructible terrain and dynamic climate system. The final important patch of the 12 months launched the primary three content material editors for modding. Proper now, I am engaged on animation and skill editors, as the following main patch will wrap up deliberate modding assist.

I’ve spent 2000 hours this 12 months, greater than any earlier ones, due to workflow adjustments associated to launch, vital bugfixes, and deadlines for important patches I assigned myself to maintain the motivation going. General, since I’ve began nearly three years in the past, I am at 4800 hours to today. After such a very long time, I lastly gathered all of the suggestions I’ve acquired and made a plan for somewhat over 2 years to complete the sport and launch v1.0. We’ll see the way it goes.



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